add weather and time
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@@ -0,0 +1,65 @@
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Shader "Enviro 3/Sample/TransparentSurface"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
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LOD 200
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CGPROGRAM
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#include "../../Resources/Shader/Includes/FogInclude.cginc"
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#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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struct Input {
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float2 uv_MainTex;
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float4 screenPos;
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float3 worldPos;
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};
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void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
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{
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//Get ScreenPosition
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float3 uvscreen = IN.screenPos.xyz / max(0.00001,IN.screenPos.w);
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// Calculate Linear Depth
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half linear01Depth = Linear01Depth(uvscreen.z);
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//get World Position
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float3 wPos = IN.worldPos.xyz;
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// Calculate Fog and apply volume lighting tex
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float3 fogClr = ApplyFogAndVolumetricLights(color.rgb,uvscreen.xy, wPos, linear01Depth);
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#if _ALPHAPREMULTIPLY_ON
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fogClr.rgb *= o.Alpha;
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#endif
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#ifndef UNITY_PASS_FORWARDADD
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color.rgb = fogClr.rgb;
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#endif
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Standard"
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}
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